struct IActionMap { };
IActionMapManager.h
virtual ~IActionMap();
virtual bool AddActionInput(const ActionId& actionId, const SActionInput& actionInput, const int iByDeviceIndex = -1) = 0;
virtual void Clear() = 0;
virtual bool CreateAction(const ActionId& actionId) = 0;
virtual IActionMapActionIteratorPtr CreateActionIterator() = 0;
virtual void Enable(bool enable) = 0;
virtual bool Enabled() const = 0;
virtual IActionMapAction* GetAction(const ActionId& actionId) = 0;
virtual const IActionMapAction* GetAction(const ActionId& actionId) const = 0;
virtual EntityId GetActionListener() const = 0;
virtual int GetActionsCount() const = 0;
virtual void GetMemoryUsage(ICrySizer *) const = 0;
virtual const char* GetName() = 0;
virtual int GetNumRebindedInputs() = 0;
virtual bool LoadFromXML(const XmlNodeRef& actionMapNode) = 0;
virtual bool LoadRebindingDataFromXML(const XmlNodeRef& actionMapNode) = 0;
virtual bool ReBindActionInput(const ActionId& actionId, const char* szNewInput, const EActionInputDevice device, const int iByDeviceIndex) = 0;
virtual bool ReBindActionInput(const ActionId& actionId, const char* szCurrentInput, const char* szNewInput) = 0;
virtual void Release() = 0;
virtual bool RemoveAction(const ActionId& actionId) = 0;
virtual bool RemoveActionInput(const ActionId& actionId, const char* szInput) = 0;
virtual bool Reset() = 0;
virtual bool SaveRebindingDataToXML(XmlNodeRef& actionMapNode) const = 0;
virtual void SetActionListener(EntityId id) = 0;